Files
matrix/shaders/wgsl/rainRenderPass.wgsl

148 lines
3.4 KiB
WebGPU Shading Language

let NUM_VERTICES_PER_QUAD:i32 = 6; // 2 * 3
let PI:f32 = 3.14159265359;
let TWO_PI:f32 = 6.28318530718;
let SQRT_2:f32 = 1.4142135623730951;
let SQRT_5:f32 = 2.23606797749979;
[[block]] struct Config {
// common
animationSpeed : f32;
glyphHeightToWidth : f32;
resurrectingCodeRatio : f32;
numColumns : i32;
numRows : i32;
showComputationTexture : i32;
// compute
brightnessThreshold : f32;
brightnessOverride : f32;
brightnessDecay : f32;
cursorEffectThreshold : f32;
cycleSpeed : f32;
cycleFrameSkip : i32;
fallSpeed : f32;
hasSun : i32;
hasThunder : i32;
raindropLength : f32;
rippleScale : f32;
rippleSpeed : f32;
rippleThickness : f32;
cycleStyle : i32;
rippleType : i32;
// render
forwardSpeed : f32;
glyphVerticalSpacing : f32;
glyphEdgeCrop : f32;
isPolar : i32;
density : f32;
numQuadColumns : i32;
numQuadRows : i32;
quadSize : f32;
slantScale : f32;
slantVec : vec2<f32>;
volumetric : i32;
};
[[group(0), binding(0)]] var<uniform> config:Config;
[[block]] struct MSDF {
glyphSequenceLength: i32;
glyphTextureColumns: i32;
};
[[group(0), binding(1)]] var<uniform> msdf:MSDF;
[[group(0), binding(2)]] var msdfSampler: sampler;
[[group(0), binding(3)]] var msdfTexture: texture_2d<f32>;
[[block]] struct Time {
seconds:f32;
frames:i32;
};
[[group(0), binding(4)]] var<uniform> time:Time;
[[block]] struct Scene {
screenSize: vec2<f32>;
camera: mat4x4<f32>;
transform: mat4x4<f32>;
};
[[group(0), binding(5)]] var<uniform> scene:Scene;
// Helper functions for generating randomness, borrowed from elsewhere
fn randomFloat( uv:vec2<f32> ) -> f32 {
let a = 12.9898;
let b = 78.233;
let c = 43758.5453;
let dt = dot( uv, vec2<f32>( a,b ) );
let sn = dt % PI;
return fract(sin(sn) * c);
}
fn randomVec2( uv:vec2<f32> ) -> vec2<f32> {
return fract(vec2<f32>(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
}
fn wobble(x:f32) -> f32 {
return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
}
// Vertex shader
struct VertexOutput {
[[builtin(position)]] Position:vec4<f32>;
[[location(0)]] UV:vec2<f32>;
};
[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] VertexIndex:u32) -> VertexOutput {
var timePlaceholder = time.seconds;
var i = i32(VertexIndex);
var quadIndex = i / NUM_VERTICES_PER_QUAD;
var cornerPosition = vec2<f32>(
f32(i % 2),
f32(((i + 1) % NUM_VERTICES_PER_QUAD / 3))
);
var quadPosition = vec2<i32>(
quadIndex % config.numQuadColumns,
quadIndex / config.numQuadColumns
);
var position = cornerPosition;
position = position + vec2<f32>(quadPosition);
position = position / vec2<f32>(
f32(config.numQuadColumns),
f32(config.numQuadRows)
);
position = 1.0 - position * 2.0;
// position = position * scene.screenSize;
var depth:f32 = 0.0;
// depth = -0.5
// + sin(time.seconds * 2.0 + f32(quadPosition.x) / f32(config.numQuadColumns) * 10.0) * 0.2
// + sin(time.seconds * 2.0 + f32(quadPosition.y) / f32(config.numQuadRows) * 10.0) * 0.2;
var pos:vec4<f32> = vec4<f32>(position, depth, 1.0);
pos.x = pos.x / config.glyphHeightToWidth;
pos = scene.camera * scene.transform * pos;
return VertexOutput(
pos,
cornerPosition
);
}
// Fragment shader
[[stage(fragment)]] fn fragMain([[location(0)]] UV:vec2<f32>) -> [[location(0)]] vec4<f32> {
var color:vec4<f32> = textureSample(msdfTexture, msdfSampler, UV / f32(msdf.glyphTextureColumns));
color = vec4<f32>(UV, 0.5, 1.0);
return color;
}